I explore how the lack of Structure/Procedure in games published since the 90s places excessive demands on the DM to determine everything by hand, encourages linear adventure design, and facilitates commercialisation as DMs become more reliant on running players through purchased campaigns because coming up with their own worlds has been made onerous.
I look at how different layers of mechanics in games work together to create meaning, as well as how simple, repeatable fun can serve as a foundation on which to build novel and powerful experiences in play.